Download

Installation

Download ths plugin and place it in the “plugins” folder in your project’s “js” folder. Then open your Plugin Manager (F10), double-click an empty row, and select the HIME_BattleCommandUseSkill plugin. Make sure this plugin is below HIME_ActorBattleCommands

Once it is in your list of plugins, turn the plugin on.

Usage

To add a “use skill” command to your actors, use the note-tag

<battle command: use_skill ID />

Where the ID is the ID of the skill that you want to use.

For example, if your Fire skill was ID 26 in the database, you would write

<battle command: use_skill 26 />

Hiding/Showing Command

All of the script calls provided by Actor Battle Commands can be used here. For example, to hide skill 26 for actor 3, use

Hello Hime, I am a big fan of your work. Great things you’re doing for the RPG maker world.

What I wanted to do was hide a skill if the player doesn’t know it.

I am using this with another plugin that equips skills with weapons and armors, so I wanted to make it to where the character equips Sword A and therefore equips Skill A, So Skill A is made visible on the command list, but when the player unequips, the skill is off thr command list.

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Would it be possible to adjust the command bar by event? I want certain skills to be “learned” later and added to the bar once learned. I tried to throw the battle command note tag in the skill itself, but that didn’t appear to work.

The script does not appear to work if the actor changes class. e.g. An actor starts as Dark Knight (in the actor database) and his special skills are there in the battle commands, but when he changes to Paladin using a script call, the new special skills are not activated, instead it reverts to the default setup for the new class.

I have updated the Actor Battle Commands plugin so that class commands properly refresh on class change. This assumes actors do not have commands of their own because at the moment, actor commands override all class commands.

Is there a way to use this script but not have the subclasses? Where they just have 1 class but can change between them outside of battle like this does? Sort of like how Final Fantasy 5 s job system worked.

The differences are strictly how much features is currently available.
Bobstah’s battle commands plugins has more features which I haven’t implemented yet.

My implementation is meant to be easily “extensible” where it would not be difficult to convert anything into a command, and adding new features would not be too difficult as well since you would just update your note-tag with new information as needed.

You know what would be cool with this, a way to hide the skill in the skill menu. (I’m pretty sure Yanfly’s Skill Core allows you to do this, but as not everyone will use all of Yanfly’s scripts, it would be a nice addition here.) This would allow you to essentially design a skill to replace the actors default attack. Since that skill becomes their default, it would be sorta silly for it to show in the skill menu.

I believe you can do is create the skill under a skill type that the actor cannot use, and then assign that as the command. So while the actor has learned the skill, the player has no way to select it using the skill type menu.

I can’t get this to disable a skill command after i use it. I have a skill that’s kind of like Kirby’s Copy Ability and i put the script call in a battle event to disable it whenever i use it so i can’t use it again but the script call doesn’t seem to disable the copy ability from being used again.

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